// Copyright 2012 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "src/debug/debug.h" #include "src/api.h" #include "src/arguments.h" #include "src/bootstrapper.h" #include "src/code-stubs.h" #include "src/codegen.h" #include "src/compilation-cache.h" #include "src/compiler.h" #include "src/deoptimizer.h" #include "src/execution.h" #include "src/frames-inl.h" #include "src/full-codegen/full-codegen.h" #include "src/global-handles.h" #include "src/list.h" #include "src/log.h" #include "src/messages.h" #include "src/snapshot/natives.h" #include "include/v8-debug.h" namespace v8 { namespace internal { Debug::Debug(Isolate* isolate) : debug_context_(Handle<Context>()), event_listener_(Handle<Object>()), event_listener_data_(Handle<Object>()), message_handler_(NULL), command_received_(0), command_queue_(isolate->logger(), kQueueInitialSize), is_active_(false), is_suppressed_(false), live_edit_enabled_(true), // TODO(yangguo): set to false by default. break_disabled_(false), in_debug_event_listener_(false), break_on_exception_(false), break_on_uncaught_exception_(false), debug_info_list_(NULL), isolate_(isolate) { ThreadInit(); } static v8::Local<v8::Context> GetDebugEventContext(Isolate* isolate) { Handle<Context> context = isolate->debug()->debugger_entry()->GetContext(); // Isolate::context() may have been NULL when "script collected" event // occured. if (context.is_null()) return v8::Local<v8::Context>(); Handle<Context> native_context(context->native_context()); return v8::Utils::ToLocal(native_context); } BreakLocation::BreakLocation(Handle<DebugInfo> debug_info, RelocInfo* rinfo, int position, int statement_position) : debug_info_(debug_info), pc_offset_(static_cast<int>(rinfo->pc() - debug_info->code()->entry())), rmode_(rinfo->rmode()), data_(rinfo->data()), position_(position), statement_position_(statement_position) {} BreakLocation::Iterator::Iterator(Handle<DebugInfo> debug_info, BreakLocatorType type) : debug_info_(debug_info), reloc_iterator_(debug_info->code(), GetModeMask(type)), break_index_(-1), position_(1), statement_position_(1) { if (!Done()) Next(); } int BreakLocation::Iterator::GetModeMask(BreakLocatorType type) { int mask = 0; mask |= RelocInfo::ModeMask(RelocInfo::POSITION); mask |= RelocInfo::ModeMask(RelocInfo::STATEMENT_POSITION); mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_RETURN); mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_CALL); mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_CONSTRUCT_CALL); if (type == ALL_BREAK_LOCATIONS) { mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_POSITION); mask |= RelocInfo::ModeMask(RelocInfo::DEBUGGER_STATEMENT); } return mask; } void BreakLocation::Iterator::Next() { DisallowHeapAllocation no_gc; DCHECK(!Done()); // Iterate through reloc info for code and original code stopping at each // breakable code target. bool first = break_index_ == -1; while (!Done()) { if (!first) reloc_iterator_.next(); first = false; if (Done()) return; // Whenever a statement position or (plain) position is passed update the // current value of these. if (RelocInfo::IsPosition(rmode())) { if (RelocInfo::IsStatementPosition(rmode())) { statement_position_ = static_cast<int>( rinfo()->data() - debug_info_->shared()->start_position()); } // Always update the position as we don't want that to be before the // statement position. position_ = static_cast<int>(rinfo()->data() - debug_info_->shared()->start_position()); DCHECK(position_ >= 0); DCHECK(statement_position_ >= 0); continue; } DCHECK(RelocInfo::IsDebugBreakSlot(rmode()) || RelocInfo::IsDebuggerStatement(rmode())); if (RelocInfo::IsDebugBreakSlotAtReturn(rmode())) { // Set the positions to the end of the function. if (debug_info_->shared()->HasSourceCode()) { position_ = debug_info_->shared()->end_position() - debug_info_->shared()->start_position() - 1; } else { position_ = 0; } statement_position_ = position_; } break; } break_index_++; } // Find the break point at the supplied address, or the closest one before // the address. BreakLocation BreakLocation::FromAddress(Handle<DebugInfo> debug_info, BreakLocatorType type, Address pc) { Iterator it(debug_info, type); it.SkipTo(BreakIndexFromAddress(debug_info, type, pc)); return it.GetBreakLocation(); } // Find the break point at the supplied address, or the closest one before // the address. void BreakLocation::FromAddressSameStatement(Handle<DebugInfo> debug_info, BreakLocatorType type, Address pc, List<BreakLocation>* result_out) { int break_index = BreakIndexFromAddress(debug_info, type, pc); Iterator it(debug_info, type); it.SkipTo(break_index); int statement_position = it.statement_position(); while (!it.Done() && it.statement_position() == statement_position) { result_out->Add(it.GetBreakLocation()); it.Next(); } } int BreakLocation::BreakIndexFromAddress(Handle<DebugInfo> debug_info, BreakLocatorType type, Address pc) { // Run through all break points to locate the one closest to the address. int closest_break = 0; int distance = kMaxInt; for (Iterator it(debug_info, type); !it.Done(); it.Next()) { // Check if this break point is closer that what was previously found. if (it.pc() <= pc && pc - it.pc() < distance) { closest_break = it.break_index(); distance = static_cast<int>(pc - it.pc()); // Check whether we can't get any closer. if (distance == 0) break; } } return closest_break; } BreakLocation BreakLocation::FromPosition(Handle<DebugInfo> debug_info, BreakLocatorType type, int position, BreakPositionAlignment alignment) { // Run through all break points to locate the one closest to the source // position. int closest_break = 0; int distance = kMaxInt; for (Iterator it(debug_info, type); !it.Done(); it.Next()) { int next_position; if (alignment == STATEMENT_ALIGNED) { next_position = it.statement_position(); } else { DCHECK(alignment == BREAK_POSITION_ALIGNED); next_position = it.position(); } if (position <= next_position && next_position - position < distance) { closest_break = it.break_index(); distance = next_position - position; // Check whether we can't get any closer. if (distance == 0) break; } } Iterator it(debug_info, type); it.SkipTo(closest_break); return it.GetBreakLocation(); } void BreakLocation::SetBreakPoint(Handle<Object> break_point_object) { // If there is not already a real break point here patch code with debug // break. if (!HasBreakPoint()) SetDebugBreak(); DCHECK(IsDebugBreak() || IsDebuggerStatement()); // Set the break point information. DebugInfo::SetBreakPoint(debug_info_, pc_offset_, position_, statement_position_, break_point_object); } void BreakLocation::ClearBreakPoint(Handle<Object> break_point_object) { // Clear the break point information. DebugInfo::ClearBreakPoint(debug_info_, pc_offset_, break_point_object); // If there are no more break points here remove the debug break. if (!HasBreakPoint()) { ClearDebugBreak(); DCHECK(!IsDebugBreak()); } } void BreakLocation::SetOneShot() { // Debugger statement always calls debugger. No need to modify it. if (IsDebuggerStatement()) return; // If there is a real break point here no more to do. if (HasBreakPoint()) { DCHECK(IsDebugBreak()); return; } // Patch code with debug break. SetDebugBreak(); } void BreakLocation::ClearOneShot() { // Debugger statement always calls debugger. No need to modify it. if (IsDebuggerStatement()) return; // If there is a real break point here no more to do. if (HasBreakPoint()) { DCHECK(IsDebugBreak()); return; } // Patch code removing debug break. ClearDebugBreak(); DCHECK(!IsDebugBreak()); } void BreakLocation::SetDebugBreak() { // Debugger statement always calls debugger. No need to modify it. if (IsDebuggerStatement()) return; // If there is already a break point here just return. This might happen if // the same code is flooded with break points twice. Flooding the same // function twice might happen when stepping in a function with an exception // handler as the handler and the function is the same. if (IsDebugBreak()) return; DCHECK(IsDebugBreakSlot()); Builtins* builtins = debug_info_->GetIsolate()->builtins(); Handle<Code> target = IsReturn() ? builtins->Return_DebugBreak() : builtins->Slot_DebugBreak(); DebugCodegen::PatchDebugBreakSlot(pc(), target); DCHECK(IsDebugBreak()); } void BreakLocation::ClearDebugBreak() { // Debugger statement always calls debugger. No need to modify it. if (IsDebuggerStatement()) return; DCHECK(IsDebugBreakSlot()); DebugCodegen::ClearDebugBreakSlot(pc()); DCHECK(!IsDebugBreak()); } bool BreakLocation::IsStepInLocation() const { return IsConstructCall() || IsCall(); } bool BreakLocation::IsDebugBreak() const { if (IsDebugBreakSlot()) { return rinfo().IsPatchedDebugBreakSlotSequence(); } return false; } Handle<Object> BreakLocation::BreakPointObjects() const { return debug_info_->GetBreakPointObjects(pc_offset_); } // Threading support. void Debug::ThreadInit() { thread_local_.break_count_ = 0; thread_local_.break_id_ = 0; thread_local_.break_frame_id_ = StackFrame::NO_ID; thread_local_.last_step_action_ = StepNone; thread_local_.last_statement_position_ = RelocInfo::kNoPosition; thread_local_.step_count_ = 0; thread_local_.last_fp_ = 0; thread_local_.queued_step_count_ = 0; thread_local_.step_into_fp_ = 0; thread_local_.step_out_fp_ = 0; // TODO(isolates): frames_are_dropped_? base::NoBarrier_Store(&thread_local_.current_debug_scope_, static_cast<base::AtomicWord>(0)); thread_local_.restarter_frame_function_pointer_ = NULL; } char* Debug::ArchiveDebug(char* storage) { char* to = storage; MemCopy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal)); ThreadInit(); return storage + ArchiveSpacePerThread(); } char* Debug::RestoreDebug(char* storage) { char* from = storage; MemCopy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal)); return storage + ArchiveSpacePerThread(); } int Debug::ArchiveSpacePerThread() { return sizeof(ThreadLocal); } DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) { // Globalize the request debug info object and make it weak. GlobalHandles* global_handles = debug_info->GetIsolate()->global_handles(); debug_info_ = Handle<DebugInfo>::cast(global_handles->Create(debug_info)).location(); } DebugInfoListNode::~DebugInfoListNode() { if (debug_info_ == nullptr) return; GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_)); debug_info_ = nullptr; } bool Debug::Load() { // Return if debugger is already loaded. if (is_loaded()) return true; // Bail out if we're already in the process of compiling the native // JavaScript source code for the debugger. if (is_suppressed_) return false; SuppressDebug while_loading(this); // Disable breakpoints and interrupts while compiling and running the // debugger scripts including the context creation code. DisableBreak disable(this, true); PostponeInterruptsScope postpone(isolate_); // Create the debugger context. HandleScope scope(isolate_); ExtensionConfiguration no_extensions; Handle<Context> context = isolate_->bootstrapper()->CreateEnvironment( MaybeHandle<JSGlobalProxy>(), v8::Local<ObjectTemplate>(), &no_extensions, DEBUG_CONTEXT); // Fail if no context could be created. if (context.is_null()) return false; debug_context_ = Handle<Context>::cast( isolate_->global_handles()->Create(*context)); return true; } void Debug::Unload() { ClearAllBreakPoints(); ClearStepping(); // Return debugger is not loaded. if (!is_loaded()) return; // Clear debugger context global handle. GlobalHandles::Destroy(Handle<Object>::cast(debug_context_).location()); debug_context_ = Handle<Context>(); } void Debug::Break(Arguments args, JavaScriptFrame* frame) { Heap* heap = isolate_->heap(); HandleScope scope(isolate_); DCHECK(args.length() == 0); // Initialize LiveEdit. LiveEdit::InitializeThreadLocal(this); // Just continue if breaks are disabled or debugger cannot be loaded. if (break_disabled()) return; // Enter the debugger. DebugScope debug_scope(this); if (debug_scope.failed()) return; // Postpone interrupt during breakpoint processing. PostponeInterruptsScope postpone(isolate_); // Get the debug info (create it if it does not exist). Handle<JSFunction> function(frame->function()); Handle<SharedFunctionInfo> shared(function->shared()); if (!EnsureDebugInfo(shared, function)) { // Return if we failed to retrieve the debug info. return; } Handle<DebugInfo> debug_info(shared->GetDebugInfo()); // Find the break point where execution has stopped. // PC points to the instruction after the current one, possibly a break // location as well. So the "- 1" to exclude it from the search. Address call_pc = frame->pc() - 1; BreakLocation break_location = BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, call_pc); // Check whether step next reached a new statement. if (!StepNextContinue(&break_location, frame)) { // Decrease steps left if performing multiple steps. if (thread_local_.step_count_ > 0) { thread_local_.step_count_--; } } // If there is one or more real break points check whether any of these are // triggered. Handle<Object> break_points_hit(heap->undefined_value(), isolate_); if (break_location.HasBreakPoint()) { Handle<Object> break_point_objects = break_location.BreakPointObjects(); break_points_hit = CheckBreakPoints(break_point_objects); } // If step out is active skip everything until the frame where we need to step // out to is reached, unless real breakpoint is hit. if (StepOutActive() && frame->fp() != thread_local_.step_out_fp_ && break_points_hit->IsUndefined() ) { // Step count should always be 0 for StepOut. DCHECK(thread_local_.step_count_ == 0); } else if (!break_points_hit->IsUndefined() || (thread_local_.last_step_action_ != StepNone && thread_local_.step_count_ == 0)) { // Notify debugger if a real break point is triggered or if performing // single stepping with no more steps to perform. Otherwise do another step. // Clear all current stepping setup. ClearStepping(); if (thread_local_.queued_step_count_ > 0) { // Perform queued steps int step_count = thread_local_.queued_step_count_; // Clear queue thread_local_.queued_step_count_ = 0; PrepareStep(StepNext, step_count, StackFrame::NO_ID); } else { // Notify the debug event listeners. OnDebugBreak(break_points_hit, false); } } else if (thread_local_.last_step_action_ != StepNone) { // Hold on to last step action as it is cleared by the call to // ClearStepping. StepAction step_action = thread_local_.last_step_action_; int step_count = thread_local_.step_count_; // If StepNext goes deeper in code, StepOut until original frame // and keep step count queued up in the meantime. if (step_action == StepNext && frame->fp() < thread_local_.last_fp_) { // Count frames until target frame int count = 0; JavaScriptFrameIterator it(isolate_); while (!it.done() && it.frame()->fp() < thread_local_.last_fp_) { count++; it.Advance(); } // Check that we indeed found the frame we are looking for. CHECK(!it.done() && (it.frame()->fp() == thread_local_.last_fp_)); if (step_count > 1) { // Save old count and action to continue stepping after StepOut. thread_local_.queued_step_count_ = step_count - 1; } // Set up for StepOut to reach target frame. step_action = StepOut; step_count = count; } // Clear all current stepping setup. ClearStepping(); // Set up for the remaining steps. PrepareStep(step_action, step_count, StackFrame::NO_ID); } } // Check the break point objects for whether one or more are actually // triggered. This function returns a JSArray with the break point objects // which is triggered. Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) { Factory* factory = isolate_->factory(); // Count the number of break points hit. If there are multiple break points // they are in a FixedArray. Handle<FixedArray> break_points_hit; int break_points_hit_count = 0; DCHECK(!break_point_objects->IsUndefined()); if (break_point_objects->IsFixedArray()) { Handle<FixedArray> array(FixedArray::cast(*break_point_objects)); break_points_hit = factory->NewFixedArray(array->length()); for (int i = 0; i < array->length(); i++) { Handle<Object> o(array->get(i), isolate_); if (CheckBreakPoint(o)) { break_points_hit->set(break_points_hit_count++, *o); } } } else { break_points_hit = factory->NewFixedArray(1); if (CheckBreakPoint(break_point_objects)) { break_points_hit->set(break_points_hit_count++, *break_point_objects); } } // Return undefined if no break points were triggered. if (break_points_hit_count == 0) { return factory->undefined_value(); } // Return break points hit as a JSArray. Handle<JSArray> result = factory->NewJSArrayWithElements(break_points_hit); result->set_length(Smi::FromInt(break_points_hit_count)); return result; } MaybeHandle<Object> Debug::CallFunction(const char* name, int argc, Handle<Object> args[]) { PostponeInterruptsScope no_interrupts(isolate_); AssertDebugContext(); Handle<Object> holder = isolate_->natives_utils_object(); Handle<JSFunction> fun = Handle<JSFunction>::cast( Object::GetProperty(isolate_, holder, name, STRICT).ToHandleChecked()); Handle<Object> undefined = isolate_->factory()->undefined_value(); return Execution::TryCall(fun, undefined, argc, args); } // Check whether a single break point object is triggered. bool Debug::CheckBreakPoint(Handle<Object> break_point_object) { Factory* factory = isolate_->factory(); HandleScope scope(isolate_); // Ignore check if break point object is not a JSObject. if (!break_point_object->IsJSObject()) return true; // Get the break id as an object. Handle<Object> break_id = factory->NewNumberFromInt(Debug::break_id()); // Call IsBreakPointTriggered. Handle<Object> argv[] = { break_id, break_point_object }; Handle<Object> result; if (!CallFunction("IsBreakPointTriggered", arraysize(argv), argv) .ToHandle(&result)) { return false; } // Return whether the break point is triggered. return result->IsTrue(); } bool Debug::SetBreakPoint(Handle<JSFunction> function, Handle<Object> break_point_object, int* source_position) { HandleScope scope(isolate_); // Make sure the function is compiled and has set up the debug info. Handle<SharedFunctionInfo> shared(function->shared()); if (!EnsureDebugInfo(shared, function)) { // Return if retrieving debug info failed. return true; } Handle<DebugInfo> debug_info(shared->GetDebugInfo()); // Source positions starts with zero. DCHECK(*source_position >= 0); // Find the break point and change it. BreakLocation location = BreakLocation::FromPosition( debug_info, ALL_BREAK_LOCATIONS, *source_position, STATEMENT_ALIGNED); *source_position = location.statement_position(); location.SetBreakPoint(break_point_object); // At least one active break point now. return debug_info->GetBreakPointCount() > 0; } bool Debug::SetBreakPointForScript(Handle<Script> script, Handle<Object> break_point_object, int* source_position, BreakPositionAlignment alignment) { HandleScope scope(isolate_); // Obtain shared function info for the function. Handle<Object> result = FindSharedFunctionInfoInScript(script, *source_position); if (result->IsUndefined()) return false; // Make sure the function has set up the debug info. Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>::cast(result); if (!EnsureDebugInfo(shared, Handle<JSFunction>::null())) { // Return if retrieving debug info failed. return false; } // Find position within function. The script position might be before the // source position of the first function. int position; if (shared->start_position() > *source_position) { position = 0; } else { position = *source_position - shared->start_position(); } Handle<DebugInfo> debug_info(shared->GetDebugInfo()); // Source positions starts with zero. DCHECK(position >= 0); // Find the break point and change it. BreakLocation location = BreakLocation::FromPosition( debug_info, ALL_BREAK_LOCATIONS, position, alignment); location.SetBreakPoint(break_point_object); position = (alignment == STATEMENT_ALIGNED) ? location.statement_position() : location.position(); *source_position = position + shared->start_position(); // At least one active break point now. DCHECK(debug_info->GetBreakPointCount() > 0); return true; } void Debug::ClearBreakPoint(Handle<Object> break_point_object) { HandleScope scope(isolate_); DebugInfoListNode* node = debug_info_list_; while (node != NULL) { Handle<Object> result = DebugInfo::FindBreakPointInfo(node->debug_info(), break_point_object); if (!result->IsUndefined()) { // Get information in the break point. Handle<BreakPointInfo> break_point_info = Handle<BreakPointInfo>::cast(result); Handle<DebugInfo> debug_info = node->debug_info(); // Find the break point and clear it. Address pc = debug_info->code()->entry() + break_point_info->code_position()->value(); BreakLocation location = BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, pc); location.ClearBreakPoint(break_point_object); // If there are no more break points left remove the debug info for this // function. if (debug_info->GetBreakPointCount() == 0) { RemoveDebugInfoAndClearFromShared(debug_info); } return; } node = node->next(); } } // Clear out all the debug break code. This is ONLY supposed to be used when // shutting down the debugger as it will leave the break point information in // DebugInfo even though the code is patched back to the non break point state. void Debug::ClearAllBreakPoints() { for (DebugInfoListNode* node = debug_info_list_; node != NULL; node = node->next()) { for (BreakLocation::Iterator it(node->debug_info(), ALL_BREAK_LOCATIONS); !it.Done(); it.Next()) { it.GetBreakLocation().ClearDebugBreak(); } } // Remove all debug info. while (debug_info_list_ != NULL) { RemoveDebugInfoAndClearFromShared(debug_info_list_->debug_info()); } } void Debug::FloodWithOneShot(Handle<JSFunction> function, BreakLocatorType type) { // Make sure the function is compiled and has set up the debug info. Handle<SharedFunctionInfo> shared(function->shared()); if (!EnsureDebugInfo(shared, function)) { // Return if we failed to retrieve the debug info. return; } // Flood the function with break points. Handle<DebugInfo> debug_info(shared->GetDebugInfo()); for (BreakLocation::Iterator it(debug_info, type); !it.Done(); it.Next()) { it.GetBreakLocation().SetOneShot(); } } void Debug::FloodBoundFunctionWithOneShot(Handle<JSFunction> function) { Handle<FixedArray> new_bindings(function->function_bindings()); Handle<Object> bindee(new_bindings->get(JSFunction::kBoundFunctionIndex), isolate_); if (!bindee.is_null() && bindee->IsJSFunction()) { Handle<JSFunction> bindee_function(JSFunction::cast(*bindee)); FloodWithOneShotGeneric(bindee_function); } } void Debug::FloodDefaultConstructorWithOneShot(Handle<JSFunction> function) { DCHECK(function->shared()->is_default_constructor()); // Instead of stepping into the function we directly step into the super class // constructor. Isolate* isolate = function->GetIsolate(); PrototypeIterator iter(isolate, function); Handle<Object> proto = PrototypeIterator::GetCurrent(iter); if (!proto->IsJSFunction()) return; // Object.prototype Handle<JSFunction> function_proto = Handle<JSFunction>::cast(proto); FloodWithOneShotGeneric(function_proto); } void Debug::FloodWithOneShotGeneric(Handle<JSFunction> function, Handle<Object> holder) { if (function->shared()->bound()) { FloodBoundFunctionWithOneShot(function); } else if (function->shared()->is_default_constructor()) { FloodDefaultConstructorWithOneShot(function); } else { Isolate* isolate = function->GetIsolate(); // Don't allow step into functions in the native context. if (function->shared()->code() == isolate->builtins()->builtin(Builtins::kFunctionApply) || function->shared()->code() == isolate->builtins()->builtin(Builtins::kFunctionCall)) { // Handle function.apply and function.call separately to flood the // function to be called and not the code for Builtins::FunctionApply or // Builtins::FunctionCall. The receiver of call/apply is the target // function. if (!holder.is_null() && holder->IsJSFunction()) { Handle<JSFunction> js_function = Handle<JSFunction>::cast(holder); FloodWithOneShotGeneric(js_function); } } else { FloodWithOneShot(function); } } } void Debug::FloodHandlerWithOneShot() { // Iterate through the JavaScript stack looking for handlers. StackFrame::Id id = break_frame_id(); if (id == StackFrame::NO_ID) { // If there is no JavaScript stack don't do anything. return; } for (JavaScriptFrameIterator it(isolate_, id); !it.done(); it.Advance()) { JavaScriptFrame* frame = it.frame(); int stack_slots = 0; // The computed stack slot count is not used. if (frame->LookupExceptionHandlerInTable(&stack_slots, NULL) > 0) { // Flood the function with the catch/finally block with break points. FloodWithOneShot(Handle<JSFunction>(frame->function())); return; } } } void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) { if (type == BreakUncaughtException) { break_on_uncaught_exception_ = enable; } else { break_on_exception_ = enable; } } bool Debug::IsBreakOnException(ExceptionBreakType type) { if (type == BreakUncaughtException) { return break_on_uncaught_exception_; } else { return break_on_exception_; } } FrameSummary GetFirstFrameSummary(JavaScriptFrame* frame) { List<FrameSummary> frames(FLAG_max_inlining_levels + 1); frame->Summarize(&frames); return frames.first(); } void Debug::PrepareStep(StepAction step_action, int step_count, StackFrame::Id frame_id) { HandleScope scope(isolate_); DCHECK(in_debug_scope()); // Remember this step action and count. thread_local_.last_step_action_ = step_action; if (step_action == StepOut) { // For step out target frame will be found on the stack so there is no need // to set step counter for it. It's expected to always be 0 for StepOut. thread_local_.step_count_ = 0; } else { thread_local_.step_count_ = step_count; } // Get the frame where the execution has stopped and skip the debug frame if // any. The debug frame will only be present if execution was stopped due to // hitting a break point. In other situations (e.g. unhandled exception) the // debug frame is not present. StackFrame::Id id = break_frame_id(); if (id == StackFrame::NO_ID) { // If there is no JavaScript stack don't do anything. return; } if (frame_id != StackFrame::NO_ID) { id = frame_id; } JavaScriptFrameIterator frames_it(isolate_, id); JavaScriptFrame* frame = frames_it.frame(); // First of all ensure there is one-shot break points in the top handler // if any. FloodHandlerWithOneShot(); // If the function on the top frame is unresolved perform step out. This will // be the case when calling unknown function and having the debugger stopped // in an unhandled exception. if (!frame->function()->IsJSFunction()) { // Step out: Find the calling JavaScript frame and flood it with // breakpoints. frames_it.Advance(); // Fill the function to return to with one-shot break points. JSFunction* function = frames_it.frame()->function(); FloodWithOneShot(Handle<JSFunction>(function)); return; } // Get the debug info (create it if it does not exist). FrameSummary summary = GetFirstFrameSummary(frame); Handle<JSFunction> function(summary.function()); Handle<SharedFunctionInfo> shared(function->shared()); if (!EnsureDebugInfo(shared, function)) { // Return if ensuring debug info failed. return; } Handle<DebugInfo> debug_info(shared->GetDebugInfo()); // Refresh frame summary if the code has been recompiled for debugging. if (shared->code() != *summary.code()) summary = GetFirstFrameSummary(frame); // PC points to the instruction after the current one, possibly a break // location as well. So the "- 1" to exclude it from the search. Address call_pc = summary.pc() - 1; BreakLocation location = BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, call_pc); // If this is the last break code target step out is the only possibility. if (location.IsReturn() || step_action == StepOut) { if (step_action == StepOut) { // Skip step_count frames starting with the current one. while (step_count-- > 0 && !frames_it.done()) { frames_it.Advance(); } } else { DCHECK(location.IsReturn()); frames_it.Advance(); } // Skip native and extension functions on the stack. while (!frames_it.done() && !frames_it.frame()->function()->IsSubjectToDebugging()) { frames_it.Advance(); } // Step out: If there is a JavaScript caller frame, we need to // flood it with breakpoints. if (!frames_it.done()) { // Fill the function to return to with one-shot break points. JSFunction* function = frames_it.frame()->function(); FloodWithOneShot(Handle<JSFunction>(function)); // Set target frame pointer. ActivateStepOut(frames_it.frame()); } return; } if (step_action != StepNext && step_action != StepMin) { // If there's restarter frame on top of the stack, just get the pointer // to function which is going to be restarted. if (thread_local_.restarter_frame_function_pointer_ != NULL) { Handle<JSFunction> restarted_function( JSFunction::cast(*thread_local_.restarter_frame_function_pointer_)); FloodWithOneShot(restarted_function); } else if (location.IsCall()) { // Find target function on the expression stack. // Expression stack looks like this (top to bottom): // argN // ... // arg0 // Receiver // Function to call int num_expressions_without_args = frame->ComputeExpressionsCount() - location.CallArgumentsCount(); DCHECK(num_expressions_without_args >= 2); Object* fun = frame->GetExpression(num_expressions_without_args - 2); // Flood the actual target of call/apply. if (fun->IsJSFunction()) { Isolate* isolate = JSFunction::cast(fun)->GetIsolate(); Code* apply = isolate->builtins()->builtin(Builtins::kFunctionApply); Code* call = isolate->builtins()->builtin(Builtins::kFunctionCall); // Find target function on the expression stack for expression like // Function.call.call...apply(...) int i = 1; while (fun->IsJSFunction()) { Code* code = JSFunction::cast(fun)->shared()->code(); if (code != apply && code != call) break; DCHECK(num_expressions_without_args >= i); fun = frame->GetExpression(num_expressions_without_args - i); i--; } } if (fun->IsJSFunction()) { Handle<JSFunction> js_function(JSFunction::cast(fun)); FloodWithOneShotGeneric(js_function); } } ActivateStepIn(frame); } // Fill the current function with one-shot break points even for step in on // a call target as the function called might be a native function for // which step in will not stop. It also prepares for stepping in // getters/setters. // If we are stepping into another frame, only fill calls and returns. FloodWithOneShot(function, step_action == StepFrame ? CALLS_AND_RETURNS : ALL_BREAK_LOCATIONS); // Remember source position and frame to handle step next. thread_local_.last_statement_position_ = debug_info->code()->SourceStatementPosition(summary.pc()); thread_local_.last_fp_ = frame->UnpaddedFP(); } // Check whether the current debug break should be reported to the debugger. It // is used to have step next and step in only report break back to the debugger // if on a different frame or in a different statement. In some situations // there will be several break points in the same statement when the code is // flooded with one-shot break points. This function helps to perform several // steps before reporting break back to the debugger. bool Debug::StepNextContinue(BreakLocation* break_location, JavaScriptFrame* frame) { // StepNext and StepOut shouldn't bring us deeper in code, so last frame // shouldn't be a parent of current frame. StepAction step_action = thread_local_.last_step_action_; if (step_action == StepNext || step_action == StepOut) { if (frame->fp() < thread_local_.last_fp_) return true; } // We stepped into a new frame if the frame pointer changed. if (step_action == StepFrame) { return frame->UnpaddedFP() == thread_local_.last_fp_; } // If the step last action was step next or step in make sure that a new // statement is hit. if (step_action == StepNext || step_action == StepIn) { // Never continue if returning from function. if (break_location->IsReturn()) return false; // Continue if we are still on the same frame and in the same statement. int current_statement_position = break_location->code()->SourceStatementPosition(frame->pc()); return thread_local_.last_fp_ == frame->UnpaddedFP() && thread_local_.last_statement_position_ == current_statement_position; } // No step next action - don't continue. return false; } // Check whether the code object at the specified address is a debug break code // object. bool Debug::IsDebugBreak(Address addr) { Code* code = Code::GetCodeFromTargetAddress(addr); return code->is_debug_stub(); } // Simple function for returning the source positions for active break points. Handle<Object> Debug::GetSourceBreakLocations( Handle<SharedFunctionInfo> shared, BreakPositionAlignment position_alignment) { Isolate* isolate = shared->GetIsolate(); Heap* heap = isolate->heap(); if (!shared->HasDebugInfo()) { return Handle<Object>(heap->undefined_value(), isolate); } Handle<DebugInfo> debug_info(shared->GetDebugInfo()); if (debug_info->GetBreakPointCount() == 0) { return Handle<Object>(heap->undefined_value(), isolate); } Handle<FixedArray> locations = isolate->factory()->NewFixedArray(debug_info->GetBreakPointCount()); int count = 0; for (int i = 0; i < debug_info->break_points()->length(); ++i) { if (!debug_info->break_points()->get(i)->IsUndefined()) { BreakPointInfo* break_point_info = BreakPointInfo::cast(debug_info->break_points()->get(i)); int break_points = break_point_info->GetBreakPointCount(); if (break_points == 0) continue; Smi* position = NULL; switch (position_alignment) { case STATEMENT_ALIGNED: position = break_point_info->statement_position(); break; case BREAK_POSITION_ALIGNED: position = break_point_info->source_position(); break; } for (int j = 0; j < break_points; ++j) locations->set(count++, position); } } return locations; } // Handle stepping into a function. void Debug::HandleStepIn(Handle<Object> function_obj, bool is_constructor) { // Flood getter/setter if we either step in or step to another frame. bool step_frame = thread_local_.last_step_action_ == StepFrame; if (!StepInActive() && !step_frame) return; if (!function_obj->IsJSFunction()) return; Handle<JSFunction> function = Handle<JSFunction>::cast(function_obj); Isolate* isolate = function->GetIsolate(); StackFrameIterator it(isolate); it.Advance(); // For constructor functions skip another frame. if (is_constructor) { DCHECK(it.frame()->is_construct()); it.Advance(); } Address fp = it.frame()->fp(); // Flood the function with one-shot break points if it is called from where // step into was requested, or when stepping into a new frame. if (fp == thread_local_.step_into_fp_ || step_frame) { FloodWithOneShotGeneric(function, Handle<Object>()); } } void Debug::ClearStepping() { // Clear the various stepping setup. ClearOneShot(); ClearStepIn(); ClearStepOut(); ClearStepNext(); // Clear multiple step counter. thread_local_.step_count_ = 0; } // Clears all the one-shot break points that are currently set. Normally this // function is called each time a break point is hit as one shot break points // are used to support stepping. void Debug::ClearOneShot() { // The current implementation just runs through all the breakpoints. When the // last break point for a function is removed that function is automatically // removed from the list. for (DebugInfoListNode* node = debug_info_list_; node != NULL; node = node->next()) { for (BreakLocation::Iterator it(node->debug_info(), ALL_BREAK_LOCATIONS); !it.Done(); it.Next()) { it.GetBreakLocation().ClearOneShot(); } } } void Debug::ActivateStepIn(StackFrame* frame) { DCHECK(!StepOutActive()); thread_local_.step_into_fp_ = frame->UnpaddedFP(); } void Debug::ClearStepIn() { thread_local_.step_into_fp_ = 0; } void Debug::ActivateStepOut(StackFrame* frame) { DCHECK(!StepInActive()); thread_local_.step_out_fp_ = frame->UnpaddedFP(); } void Debug::ClearStepOut() { thread_local_.step_out_fp_ = 0; } void Debug::ClearStepNext() { thread_local_.last_step_action_ = StepNone; thread_local_.last_statement_position_ = RelocInfo::kNoPosition; thread_local_.last_fp_ = 0; } bool MatchingCodeTargets(Code* target1, Code* target2) { if (target1 == target2) return true; if (target1->kind() != target2->kind()) return false; return target1->is_handler() || target1->is_inline_cache_stub(); } // Count the number of calls before the current frame PC to find the // corresponding PC in the newly recompiled code. static Address ComputeNewPcForRedirect(Code* new_code, Code* old_code, Address old_pc) { DCHECK_EQ(old_code->kind(), Code::FUNCTION); DCHECK_EQ(new_code->kind(), Code::FUNCTION); DCHECK(new_code->has_debug_break_slots()); static const int mask = RelocInfo::kCodeTargetMask; // Find the target of the current call. Code* target = NULL; intptr_t delta = 0; for (RelocIterator it(old_code, mask); !it.done(); it.next()) { RelocInfo* rinfo = it.rinfo(); Address current_pc = rinfo->pc(); // The frame PC is behind the call instruction by the call instruction size. if (current_pc > old_pc) break; delta = old_pc - current_pc; target = Code::GetCodeFromTargetAddress(rinfo->target_address()); } // Count the number of calls to the same target before the current call. int index = 0; for (RelocIterator it(old_code, mask); !it.done(); it.next()) { RelocInfo* rinfo = it.rinfo(); Address current_pc = rinfo->pc(); if (current_pc > old_pc) break; Code* current = Code::GetCodeFromTargetAddress(rinfo->target_address()); if (MatchingCodeTargets(target, current)) index++; } DCHECK(index > 0); // Repeat the count on the new code to find corresponding call. for (RelocIterator it(new_code, mask); !it.done(); it.next()) { RelocInfo* rinfo = it.rinfo(); Code* current = Code::GetCodeFromTargetAddress(rinfo->target_address()); if (MatchingCodeTargets(target, current)) index--; if (index == 0) return rinfo->pc() + delta; } UNREACHABLE(); return NULL; } // Count the number of continuations at which the current pc offset is at. static int ComputeContinuationIndexFromPcOffset(Code* code, int pc_offset) { DCHECK_EQ(code->kind(), Code::FUNCTION); Address pc = code->instruction_start() + pc_offset; int mask = RelocInfo::ModeMask(RelocInfo::GENERATOR_CONTINUATION); int index = 0; for (RelocIterator it(code, mask); !it.done(); it.next()) { index++; RelocInfo* rinfo = it.rinfo(); Address current_pc = rinfo->pc(); if (current_pc == pc) break; DCHECK(current_pc < pc); } return index; } // Find the pc offset for the given continuation index. static int ComputePcOffsetFromContinuationIndex(Code* code, int index) { DCHECK_EQ(code->kind(), Code::FUNCTION); DCHECK(code->has_debug_break_slots()); int mask = RelocInfo::ModeMask(RelocInfo::GENERATOR_CONTINUATION); RelocIterator it(code, mask); for (int i = 1; i < index; i++) it.next(); return static_cast<int>(it.rinfo()->pc() - code->instruction_start()); } class RedirectActiveFunctions : public ThreadVisitor { public: explicit RedirectActiveFunctions(SharedFunctionInfo* shared) : shared_(shared) { DCHECK(shared->HasDebugCode()); } void VisitThread(Isolate* isolate, ThreadLocalTop* top) { for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) { JavaScriptFrame* frame = it.frame(); JSFunction* function = frame->function(); if (frame->is_optimized()) continue; if (!function->Inlines(shared_)) continue; Code* frame_code = frame->LookupCode(); DCHECK(frame_code->kind() == Code::FUNCTION); if (frame_code->has_debug_break_slots()) continue; Code* new_code = function->shared()->code(); Address old_pc = frame->pc(); Address new_pc = ComputeNewPcForRedirect(new_code, frame_code, old_pc); if (FLAG_trace_deopt) { PrintF("Replacing pc for debugging: %08" V8PRIxPTR " => %08" V8PRIxPTR "\n", reinterpret_cast<intptr_t>(old_pc), reinterpret_cast<intptr_t>(new_pc)); } if (FLAG_enable_embedded_constant_pool) { // Update constant pool pointer for new code. frame->set_constant_pool(new_code->constant_pool()); } // Patch the return address to return into the code with // debug break slots. frame->set_pc(new_pc); } } private: SharedFunctionInfo* shared_; DisallowHeapAllocation no_gc_; }; bool Debug::PrepareFunctionForBreakPoints(Handle<SharedFunctionInfo> shared) { DCHECK(shared->is_compiled()); if (isolate_->concurrent_recompilation_enabled()) { isolate_->optimizing_compile_dispatcher()->Flush(); } List<Handle<JSFunction> > functions; List<Handle<JSGeneratorObject> > suspended_generators; if (!shared->optimized_code_map()->IsSmi()) { shared->ClearOptimizedCodeMap(); } // Make sure we abort incremental marking. isolate_->heap()->CollectAllGarbage(Heap::kMakeHeapIterableMask, "prepare for break points"); { HeapIterator iterator(isolate_->heap()); HeapObject* obj; bool include_generators = shared->is_generator(); while ((obj = iterator.next())) { if (obj->IsJSFunction()) { JSFunction* function = JSFunction::cast(obj); if (!function->Inlines(*shared)) continue; if (function->code()->kind() == Code::OPTIMIZED_FUNCTION) { Deoptimizer::DeoptimizeFunction(function); } if (function->shared() == *shared) functions.Add(handle(function)); } else if (include_generators && obj->IsJSGeneratorObject()) { JSGeneratorObject* generator_obj = JSGeneratorObject::cast(obj); if (!generator_obj->is_suspended()) continue; JSFunction* function = generator_obj->function(); if (!function->Inlines(*shared)) continue; int pc_offset = generator_obj->continuation(); int index = ComputeContinuationIndexFromPcOffset(function->code(), pc_offset); generator_obj->set_continuation(index); suspended_generators.Add(handle(generator_obj)); } } } if (!shared->HasDebugCode()) { DCHECK(functions.length() > 0); if (!Compiler::CompileDebugCode(functions.first())) return false; } for (Handle<JSFunction> const function : functions) { function->ReplaceCode(shared->code()); } for (Handle<JSGeneratorObject> const generator_obj : suspended_generators) { int index = generator_obj->continuation(); int pc_offset = ComputePcOffsetFromContinuationIndex(shared->code(), index); generator_obj->set_continuation(pc_offset); } // Update PCs on the stack to point to recompiled code. RedirectActiveFunctions redirect_visitor(*shared); redirect_visitor.VisitThread(isolate_, isolate_->thread_local_top()); isolate_->thread_manager()->IterateArchivedThreads(&redirect_visitor); return true; } class SharedFunctionInfoFinder { public: explicit SharedFunctionInfoFinder(int target_position) : current_candidate_(NULL), current_candidate_closure_(NULL), current_start_position_(RelocInfo::kNoPosition), target_position_(target_position) {} void NewCandidate(SharedFunctionInfo* shared, JSFunction* closure = NULL) { int start_position = shared->function_token_position(); if (start_position == RelocInfo::kNoPosition) { start_position = shared->start_position(); } if (start_position > target_position_) return; if (target_position_ > shared->end_position()) return; if (current_candidate_ != NULL) { if (current_start_position_ == start_position && shared->end_position() == current_candidate_->end_position()) { // If we already have a matching closure, do not throw it away. if (current_candidate_closure_ != NULL && closure == NULL) return; // If a top-level function contains only one function // declaration the source for the top-level and the function // is the same. In that case prefer the non top-level function. if (!current_candidate_->is_toplevel() && shared->is_toplevel()) return; } else if (start_position < current_start_position_ || current_candidate_->end_position() < shared->end_position()) { return; } } current_start_position_ = start_position; current_candidate_ = shared; current_candidate_closure_ = closure; } SharedFunctionInfo* Result() { return current_candidate_; } JSFunction* ResultClosure() { return current_candidate_closure_; } private: SharedFunctionInfo* current_candidate_; JSFunction* current_candidate_closure_; int current_start_position_; int target_position_; DisallowHeapAllocation no_gc_; }; // We need to find a SFI for a literal that may not yet have been compiled yet, // and there may not be a JSFunction referencing it. Find the SFI closest to // the given position, compile it to reveal possible inner SFIs and repeat. // While we are at this, also ensure code with debug break slots so that we do // not have to compile a SFI without JSFunction, which is paifu for those that // cannot be compiled without context (need to find outer compilable SFI etc.) Handle<Object> Debug::FindSharedFunctionInfoInScript(Handle<Script> script, int position) { while (true) { // Go through all shared function infos associated with this script to // find the inner most function containing this position. // If there is no shared function info for this script at all, there is // no point in looking for it by walking the heap. if (!script->shared_function_infos()->IsWeakFixedArray()) break; SharedFunctionInfo* shared; { SharedFunctionInfoFinder finder(position); WeakFixedArray::Iterator iterator(script->shared_function_infos()); SharedFunctionInfo* candidate; while ((candidate = iterator.Next<SharedFunctionInfo>())) { finder.NewCandidate(candidate); } shared = finder.Result(); if (shared == NULL) break; // We found it if it's already compiled and has debug code. if (shared->HasDebugCode()) return handle(shared); } // If not, compile to reveal inner functions, if possible. if (shared->allows_lazy_compilation_without_context()) { HandleScope scope(isolate_); if (!Compiler::CompileDebugCode(handle(shared))) break; continue; } // If not possible, comb the heap for the best suitable compile target. JSFunction* closure; { HeapIterator it(isolate_->heap()); SharedFunctionInfoFinder finder(position); while (HeapObject* object = it.next()) { JSFunction* candidate_closure = NULL; SharedFunctionInfo* candidate = NULL; if (object->IsJSFunction()) { candidate_closure = JSFunction::cast(object); candidate = candidate_closure->shared(); } else if (object->IsSharedFunctionInfo()) { candidate = SharedFunctionInfo::cast(object); if (!candidate->allows_lazy_compilation_without_context()) continue; } else { continue; } if (candidate->script() == *script) { finder.NewCandidate(candidate, candidate_closure); } } closure = finder.ResultClosure(); shared = finder.Result(); } HandleScope scope(isolate_); if (closure == NULL) { if (!Compiler::CompileDebugCode(handle(shared))) break; } else { if (!Compiler::CompileDebugCode(handle(closure))) break; } } return isolate_->factory()->undefined_value(); } // Ensures the debug information is present for shared. bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared, Handle<JSFunction> function) { if (!shared->IsSubjectToDebugging()) return false; // Return if we already have the debug info for shared. if (shared->HasDebugInfo()) return true; if (function.is_null()) { DCHECK(shared->HasDebugCode()); } else if (!Compiler::Compile(function, CLEAR_EXCEPTION)) { return false; } if (!PrepareFunctionForBreakPoints(shared)) return false; // Make sure IC state is clean. This is so that we correctly flood // accessor pairs when stepping in. shared->code()->ClearInlineCaches(); shared->feedback_vector()->ClearICSlots(*shared); // Create the debug info object. DCHECK(shared->HasDebugCode()); Handle<DebugInfo> debug_info = isolate_->factory()->NewDebugInfo(shared); // Add debug info to the list. DebugInfoListNode* node = new DebugInfoListNode(*debug_info); node->set_next(debug_info_list_); debug_info_list_ = node; return true; } void Debug::RemoveDebugInfoAndClearFromShared(Handle<DebugInfo> debug_info) { HandleScope scope(isolate_); Handle<SharedFunctionInfo> shared(debug_info->shared()); DCHECK_NOT_NULL(debug_info_list_); // Run through the debug info objects to find this one and remove it. DebugInfoListNode* prev = NULL; DebugInfoListNode* current = debug_info_list_; while (current != NULL) { if (current->debug_info().is_identical_to(debug_info)) { // Unlink from list. If prev is NULL we are looking at the first element. if (prev == NULL) { debug_info_list_ = current->next(); } else { prev->set_next(current->next()); } delete current; shared->set_debug_info(isolate_->heap()->undefined_value()); return; } // Move to next in list. prev = current; current = current->next(); } UNREACHABLE(); } void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) { after_break_target_ = NULL; if (LiveEdit::SetAfterBreakTarget(this)) return; // LiveEdit did the job. // Continue just after the slot. after_break_target_ = frame->pc(); } bool Debug::IsBreakAtReturn(JavaScriptFrame* frame) { HandleScope scope(isolate_); // Get the executing function in which the debug break occurred. Handle<JSFunction> function(JSFunction::cast(frame->function())); Handle<SharedFunctionInfo> shared(function->shared()); // With no debug info there are no break points, so we can't be at a return. if (!shared->HasDebugInfo()) return false; Handle<DebugInfo> debug_info(shared->GetDebugInfo()); Handle<Code> code(debug_info->code()); #ifdef DEBUG // Get the code which is actually executing. Handle<Code> frame_code(frame->LookupCode()); DCHECK(frame_code.is_identical_to(code)); #endif // Find the reloc info matching the start of the debug break slot. Address slot_pc = frame->pc() - Assembler::kDebugBreakSlotLength; int mask = RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_RETURN); for (RelocIterator it(*code, mask); !it.done(); it.next()) { if (it.rinfo()->pc() == slot_pc) return true; } return false; } void Debug::FramesHaveBeenDropped(StackFrame::Id new_break_frame_id, LiveEdit::FrameDropMode mode, Object** restarter_frame_function_pointer) { if (mode != LiveEdit::CURRENTLY_SET_MODE) { thread_local_.frame_drop_mode_ = mode; } thread_local_.break_frame_id_ = new_break_frame_id; thread_local_.restarter_frame_function_pointer_ = restarter_frame_function_pointer; } bool Debug::IsDebugGlobal(GlobalObject* global) { return is_loaded() && global == debug_context()->global_object(); } void Debug::ClearMirrorCache() { PostponeInterruptsScope postpone(isolate_); HandleScope scope(isolate_); CallFunction("ClearMirrorCache", 0, NULL); } Handle<FixedArray> Debug::GetLoadedScripts() { isolate_->heap()->CollectAllGarbage(); Factory* factory = isolate_->factory(); if (!factory->script_list()->IsWeakFixedArray()) { return factory->empty_fixed_array(); } Handle<WeakFixedArray> array = Handle<WeakFixedArray>::cast(factory->script_list()); Handle<FixedArray> results = factory->NewFixedArray(array->Length()); int length = 0; { Script::Iterator iterator(isolate_); Script* script; while ((script = iterator.Next())) { if (script->HasValidSource()) results->set(length++, script); } } results->Shrink(length); return results; } void Debug::GetStepinPositions(JavaScriptFrame* frame, StackFrame::Id frame_id, List<int>* results_out) { FrameSummary summary = GetFirstFrameSummary(frame); Handle<JSFunction> fun = Handle<JSFunction>(summary.function()); Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>(fun->shared()); if (!EnsureDebugInfo(shared, fun)) return; Handle<DebugInfo> debug_info(shared->GetDebugInfo()); // Refresh frame summary if the code has been recompiled for debugging. if (shared->code() != *summary.code()) summary = GetFirstFrameSummary(frame); // Find range of break points starting from the break point where execution // has stopped. Address call_pc = summary.pc() - 1; List<BreakLocation> locations; BreakLocation::FromAddressSameStatement(debug_info, ALL_BREAK_LOCATIONS, call_pc, &locations); for (BreakLocation location : locations) { if (location.pc() <= summary.pc()) { // The break point is near our pc. Could be a step-in possibility, // that is currently taken by active debugger call. if (break_frame_id() == StackFrame::NO_ID) { continue; // We are not stepping. } else { JavaScriptFrameIterator frame_it(isolate_, break_frame_id()); // If our frame is a top frame and we are stepping, we can do step-in // at this place. if (frame_it.frame()->id() != frame_id) continue; } } if (location.IsStepInLocation()) results_out->Add(location.position()); } } void Debug::RecordEvalCaller(Handle<Script> script) { script->set_compilation_type(Script::COMPILATION_TYPE_EVAL); // For eval scripts add information on the function from which eval was // called. StackTraceFrameIterator it(script->GetIsolate()); if (!it.done()) { script->set_eval_from_shared(it.frame()->function()->shared()); Code* code = it.frame()->LookupCode(); int offset = static_cast<int>( it.frame()->pc() - code->instruction_start()); script->set_eval_from_instructions_offset(Smi::FromInt(offset)); } } MaybeHandle<Object> Debug::MakeExecutionState() { // Create the execution state object. Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()) }; return CallFunction("MakeExecutionState", arraysize(argv), argv); } MaybeHandle<Object> Debug::MakeBreakEvent(Handle<Object> break_points_hit) { // Create the new break event object. Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()), break_points_hit }; return CallFunction("MakeBreakEvent", arraysize(argv), argv); } MaybeHandle<Object> Debug::MakeExceptionEvent(Handle<Object> exception, bool uncaught, Handle<Object> promise) { // Create the new exception event object. Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()), exception, isolate_->factory()->ToBoolean(uncaught), promise }; return CallFunction("MakeExceptionEvent", arraysize(argv), argv); } MaybeHandle<Object> Debug::MakeCompileEvent(Handle<Script> script, v8::DebugEvent type) { // Create the compile event object. Handle<Object> script_wrapper = Script::GetWrapper(script); Handle<Object> argv[] = { script_wrapper, isolate_->factory()->NewNumberFromInt(type) }; return CallFunction("MakeCompileEvent", arraysize(argv), argv); } MaybeHandle<Object> Debug::MakePromiseEvent(Handle<JSObject> event_data) { // Create the promise event object. Handle<Object> argv[] = { event_data }; return CallFunction("MakePromiseEvent", arraysize(argv), argv); } MaybeHandle<Object> Debug::MakeAsyncTaskEvent(Handle<JSObject> task_event) { // Create the async task event object. Handle<Object> argv[] = { task_event }; return CallFunction("MakeAsyncTaskEvent", arraysize(argv), argv); } void Debug::OnThrow(Handle<Object> exception) { if (in_debug_scope() || ignore_events()) return; // Temporarily clear any scheduled_exception to allow evaluating // JavaScript from the debug event handler. HandleScope scope(isolate_); Handle<Object> scheduled_exception; if (isolate_->has_scheduled_exception()) { scheduled_exception = handle(isolate_->scheduled_exception(), isolate_); isolate_->clear_scheduled_exception(); } OnException(exception, isolate_->GetPromiseOnStackOnThrow()); if (!scheduled_exception.is_null()) { isolate_->thread_local_top()->scheduled_exception_ = *scheduled_exception; } } void Debug::OnPromiseReject(Handle<JSObject> promise, Handle<Object> value) { if (in_debug_scope() || ignore_events()) return; HandleScope scope(isolate_); // Check whether the promise has been marked as having triggered a message. Handle<Symbol> key = isolate_->factory()->promise_debug_marker_symbol(); if (JSReceiver::GetDataProperty(promise, key)->IsUndefined()) { OnException(value, promise); } } MaybeHandle<Object> Debug::PromiseHasUserDefinedRejectHandler( Handle<JSObject> promise) { Handle<JSFunction> fun = isolate_->promise_has_user_defined_reject_handler(); return Execution::Call(isolate_, fun, promise, 0, NULL); } void Debug::OnException(Handle<Object> exception, Handle<Object> promise) { // In our prediction, try-finally is not considered to catch. Isolate::CatchType catch_type = isolate_->PredictExceptionCatcher(); bool uncaught = (catch_type == Isolate::NOT_CAUGHT); if (promise->IsJSObject()) { Handle<JSObject> jspromise = Handle<JSObject>::cast(promise); // Mark the promise as already having triggered a message. Handle<Symbol> key = isolate_->factory()->promise_debug_marker_symbol(); JSObject::SetProperty(jspromise, key, key, STRICT).Assert(); // Check whether the promise reject is considered an uncaught exception. Handle<Object> has_reject_handler; ASSIGN_RETURN_ON_EXCEPTION_VALUE( isolate_, has_reject_handler, PromiseHasUserDefinedRejectHandler(jspromise), /* void */); uncaught = has_reject_handler->IsFalse(); } // Bail out if exception breaks are not active if (uncaught) { // Uncaught exceptions are reported by either flags. if (!(break_on_uncaught_exception_ || break_on_exception_)) return; } else { // Caught exceptions are reported is activated. if (!break_on_exception_) return; } DebugScope debug_scope(this); if (debug_scope.failed()) return; // Clear all current stepping setup. ClearStepping(); // Create the event data object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeExceptionEvent( exception, uncaught, promise).ToHandle(&event_data)) { return; } // Process debug event. ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false); // Return to continue execution from where the exception was thrown. } void Debug::OnCompileError(Handle<Script> script) { if (ignore_events()) return; if (in_debug_scope()) { ProcessCompileEventInDebugScope(v8::CompileError, script); return; } HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // Create the compile state object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeCompileEvent(script, v8::CompileError).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::CompileError, Handle<JSObject>::cast(event_data), true); } void Debug::OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue) { // The caller provided for DebugScope. AssertDebugContext(); // Bail out if there is no listener for this event if (ignore_events()) return; HandleScope scope(isolate_); // Create the event data object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeBreakEvent(break_points_hit).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::Break, Handle<JSObject>::cast(event_data), auto_continue); } void Debug::OnBeforeCompile(Handle<Script> script) { if (in_debug_scope() || ignore_events()) return; HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // Create the event data object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeCompileEvent(script, v8::BeforeCompile).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::BeforeCompile, Handle<JSObject>::cast(event_data), true); } // Handle debugger actions when a new script is compiled. void Debug::OnAfterCompile(Handle<Script> script) { if (ignore_events()) return; if (in_debug_scope()) { ProcessCompileEventInDebugScope(v8::AfterCompile, script); return; } HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // If debugging there might be script break points registered for this // script. Make sure that these break points are set. Handle<Object> argv[] = {Script::GetWrapper(script)}; if (CallFunction("UpdateScriptBreakPoints", arraysize(argv), argv) .is_null()) { return; } // Create the compile state object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeCompileEvent(script, v8::AfterCompile).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::AfterCompile, Handle<JSObject>::cast(event_data), true); } void Debug::OnPromiseEvent(Handle<JSObject> data) { if (in_debug_scope() || ignore_events()) return; HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // Create the script collected state object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakePromiseEvent(data).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::PromiseEvent, Handle<JSObject>::cast(event_data), true); } void Debug::OnAsyncTaskEvent(Handle<JSObject> data) { if (in_debug_scope() || ignore_events()) return; HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // Create the script collected state object. Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeAsyncTaskEvent(data).ToHandle(&event_data)) return; // Process debug event. ProcessDebugEvent(v8::AsyncTaskEvent, Handle<JSObject>::cast(event_data), true); } void Debug::ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, bool auto_continue) { HandleScope scope(isolate_); // Create the execution state. Handle<Object> exec_state; // Bail out and don't call debugger if exception. if (!MakeExecutionState().ToHandle(&exec_state)) return; // First notify the message handler if any. if (message_handler_ != NULL) { NotifyMessageHandler(event, Handle<JSObject>::cast(exec_state), event_data, auto_continue); } // Notify registered debug event listener. This can be either a C or // a JavaScript function. Don't call event listener for v8::Break // here, if it's only a debug command -- they will be processed later. if ((event != v8::Break || !auto_continue) && !event_listener_.is_null()) { CallEventCallback(event, exec_state, event_data, NULL); } } void Debug::CallEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, v8::Debug::ClientData* client_data) { bool previous = in_debug_event_listener_; in_debug_event_listener_ = true; if (event_listener_->IsForeign()) { // Invoke the C debug event listener. v8::Debug::EventCallback callback = FUNCTION_CAST<v8::Debug::EventCallback>( Handle<Foreign>::cast(event_listener_)->foreign_address()); EventDetailsImpl event_details(event, Handle<JSObject>::cast(exec_state), Handle<JSObject>::cast(event_data), event_listener_data_, client_data); callback(event_details); DCHECK(!isolate_->has_scheduled_exception()); } else { // Invoke the JavaScript debug event listener. DCHECK(event_listener_->IsJSFunction()); Handle<Object> argv[] = { Handle<Object>(Smi::FromInt(event), isolate_), exec_state, event_data, event_listener_data_ }; Handle<JSReceiver> global(isolate_->global_proxy()); Execution::TryCall(Handle<JSFunction>::cast(event_listener_), global, arraysize(argv), argv); } in_debug_event_listener_ = previous; } void Debug::ProcessCompileEventInDebugScope(v8::DebugEvent event, Handle<Script> script) { if (event_listener_.is_null()) return; SuppressDebug while_processing(this); DebugScope debug_scope(this); if (debug_scope.failed()) return; Handle<Object> event_data; // Bail out and don't call debugger if exception. if (!MakeCompileEvent(script, event).ToHandle(&event_data)) return; // Create the execution state. Handle<Object> exec_state; // Bail out and don't call debugger if exception. if (!MakeExecutionState().ToHandle(&exec_state)) return; CallEventCallback(event, exec_state, event_data, NULL); } Handle<Context> Debug::GetDebugContext() { if (!is_loaded()) return Handle<Context>(); DebugScope debug_scope(this); if (debug_scope.failed()) return Handle<Context>(); // The global handle may be destroyed soon after. Return it reboxed. return handle(*debug_context(), isolate_); } void Debug::NotifyMessageHandler(v8::DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, bool auto_continue) { // Prevent other interrupts from triggering, for example API callbacks, // while dispatching message handler callbacks. PostponeInterruptsScope no_interrupts(isolate_); DCHECK(is_active_); HandleScope scope(isolate_); // Process the individual events. bool sendEventMessage = false; switch (event) { case v8::Break: sendEventMessage = !auto_continue; break; case v8::NewFunction: case v8::BeforeCompile: case v8::CompileError: case v8::PromiseEvent: case v8::AsyncTaskEvent: break; case v8::Exception: case v8::AfterCompile: sendEventMessage = true; break; } // The debug command interrupt flag might have been set when the command was // added. It should be enough to clear the flag only once while we are in the // debugger. DCHECK(in_debug_scope()); isolate_->stack_guard()->ClearDebugCommand(); // Notify the debugger that a debug event has occurred unless auto continue is // active in which case no event is send. if (sendEventMessage) { MessageImpl message = MessageImpl::NewEvent( event, auto_continue, Handle<JSObject>::cast(exec_state), Handle<JSObject>::cast(event_data)); InvokeMessageHandler(message); } // If auto continue don't make the event cause a break, but process messages // in the queue if any. For script collected events don't even process // messages in the queue as the execution state might not be what is expected // by the client. if (auto_continue && !has_commands()) return; // DebugCommandProcessor goes here. bool running = auto_continue; Handle<Object> cmd_processor_ctor = Object::GetProperty( isolate_, exec_state, "debugCommandProcessor").ToHandleChecked(); Handle<Object> ctor_args[] = { isolate_->factory()->ToBoolean(running) }; Handle<Object> cmd_processor = Execution::Call( isolate_, cmd_processor_ctor, exec_state, 1, ctor_args).ToHandleChecked(); Handle<JSFunction> process_debug_request = Handle<JSFunction>::cast( Object::GetProperty( isolate_, cmd_processor, "processDebugRequest").ToHandleChecked()); Handle<Object> is_running = Object::GetProperty( isolate_, cmd_processor, "isRunning").ToHandleChecked(); // Process requests from the debugger. do { // Wait for new command in the queue. command_received_.Wait(); // Get the command from the queue. CommandMessage command = command_queue_.Get(); isolate_->logger()->DebugTag( "Got request from command queue, in interactive loop."); if (!is_active()) { // Delete command text and user data. command.Dispose(); return; } Vector<const uc16> command_text( const_cast<const uc16*>(command.text().start()), command.text().length()); Handle<String> request_text = isolate_->factory()->NewStringFromTwoByte( command_text).ToHandleChecked(); Handle<Object> request_args[] = { request_text }; Handle<Object> answer_value; Handle<String> answer; MaybeHandle<Object> maybe_exception; MaybeHandle<Object> maybe_result = Execution::TryCall(process_debug_request, cmd_processor, 1, request_args, &maybe_exception); if (maybe_result.ToHandle(&answer_value)) { if (answer_value->IsUndefined()) { answer = isolate_->factory()->empty_string(); } else { answer = Handle<String>::cast(answer_value); } // Log the JSON request/response. if (FLAG_trace_debug_json) { PrintF("%s\n", request_text->ToCString().get()); PrintF("%s\n", answer->ToCString().get()); } Handle<Object> is_running_args[] = { answer }; maybe_result = Execution::Call( isolate_, is_running, cmd_processor, 1, is_running_args); Handle<Object> result; if (!maybe_result.ToHandle(&result)) break; running = result->IsTrue(); } else { Handle<Object> exception; if (!maybe_exception.ToHandle(&exception)) break; Handle<Object> result; if (!Object::ToString(isolate_, exception).ToHandle(&result)) break; answer = Handle<String>::cast(result); } // Return the result. MessageImpl message = MessageImpl::NewResponse( event, running, exec_state, event_data, answer, command.client_data()); InvokeMessageHandler(message); command.Dispose(); // Return from debug event processing if either the VM is put into the // running state (through a continue command) or auto continue is active // and there are no more commands queued. } while (!running || has_commands()); command_queue_.Clear(); } void Debug::SetEventListener(Handle<Object> callback, Handle<Object> data) { GlobalHandles* global_handles = isolate_->global_handles(); // Remove existing entry. GlobalHandles::Destroy(event_listener_.location()); event_listener_ = Handle<Object>(); GlobalHandles::Destroy(event_listener_data_.location()); event_listener_data_ = Handle<Object>(); // Set new entry. if (!callback->IsUndefined() && !callback->IsNull()) { event_listener_ = global_handles->Create(*callback); if (data.is_null()) data = isolate_->factory()->undefined_value(); event_listener_data_ = global_handles->Create(*data); } UpdateState(); } void Debug::SetMessageHandler(v8::Debug::MessageHandler handler) { message_handler_ = handler; UpdateState(); if (handler == NULL && in_debug_scope()) { // Send an empty command to the debugger if in a break to make JavaScript // run again if the debugger is closed. EnqueueCommandMessage(Vector<const uint16_t>::empty()); } } void Debug::UpdateState() { bool is_active = message_handler_ != NULL || !event_listener_.is_null(); if (is_active || in_debug_scope()) { // Note that the debug context could have already been loaded to // bootstrap test cases. isolate_->compilation_cache()->Disable(); is_active = Load(); } else if (is_loaded()) { isolate_->compilation_cache()->Enable(); Unload(); } is_active_ = is_active; } // Calls the registered debug message handler. This callback is part of the // public API. void Debug::InvokeMessageHandler(MessageImpl message) { if (message_handler_ != NULL) message_handler_(message); } // Puts a command coming from the public API on the queue. Creates // a copy of the command string managed by the debugger. Up to this // point, the command data was managed by the API client. Called // by the API client thread. void Debug::EnqueueCommandMessage(Vector<const uint16_t> command, v8::Debug::ClientData* client_data) { // Need to cast away const. CommandMessage message = CommandMessage::New( Vector<uint16_t>(const_cast<uint16_t*>(command.start()), command.length()), client_data); isolate_->logger()->DebugTag("Put command on command_queue."); command_queue_.Put(message); command_received_.Signal(); // Set the debug command break flag to have the command processed. if (!in_debug_scope()) isolate_->stack_guard()->RequestDebugCommand(); } MaybeHandle<Object> Debug::Call(Handle<JSFunction> fun, Handle<Object> data) { DebugScope debug_scope(this); if (debug_scope.failed()) return isolate_->factory()->undefined_value(); // Create the execution state. Handle<Object> exec_state; if (!MakeExecutionState().ToHandle(&exec_state)) { return isolate_->factory()->undefined_value(); } Handle<Object> argv[] = { exec_state, data }; return Execution::Call( isolate_, fun, Handle<Object>(debug_context()->global_proxy(), isolate_), arraysize(argv), argv); } void Debug::HandleDebugBreak() { // Ignore debug break during bootstrapping. if (isolate_->bootstrapper()->IsActive()) return; // Just continue if breaks are disabled. if (break_disabled()) return; // Ignore debug break if debugger is not active. if (!is_active()) return; StackLimitCheck check(isolate_); if (check.HasOverflowed()) return; { JavaScriptFrameIterator it(isolate_); DCHECK(!it.done()); Object* fun = it.frame()->function(); if (fun && fun->IsJSFunction()) { // Don't stop in builtin functions. if (!JSFunction::cast(fun)->IsSubjectToDebugging()) return; GlobalObject* global = JSFunction::cast(fun)->context()->global_object(); // Don't stop in debugger functions. if (IsDebugGlobal(global)) return; } } // Collect the break state before clearing the flags. bool debug_command_only = isolate_->stack_guard()->CheckDebugCommand() && !isolate_->stack_guard()->CheckDebugBreak(); isolate_->stack_guard()->ClearDebugBreak(); ProcessDebugMessages(debug_command_only); } void Debug::ProcessDebugMessages(bool debug_command_only) { isolate_->stack_guard()->ClearDebugCommand(); StackLimitCheck check(isolate_); if (check.HasOverflowed()) return; HandleScope scope(isolate_); DebugScope debug_scope(this); if (debug_scope.failed()) return; // Notify the debug event listeners. Indicate auto continue if the break was // a debug command break. OnDebugBreak(isolate_->factory()->undefined_value(), debug_command_only); } DebugScope::DebugScope(Debug* debug) : debug_(debug), prev_(debug->debugger_entry()), save_(debug_->isolate_), no_termination_exceptons_(debug_->isolate_, StackGuard::TERMINATE_EXECUTION) { // Link recursive debugger entry. base::NoBarrier_Store(&debug_->thread_local_.current_debug_scope_, reinterpret_cast<base::AtomicWord>(this)); // Store the previous break id and frame id. break_id_ = debug_->break_id(); break_frame_id_ = debug_->break_frame_id(); // Create the new break info. If there is no JavaScript frames there is no // break frame id. JavaScriptFrameIterator it(isolate()); bool has_js_frames = !it.done(); debug_->thread_local_.break_frame_id_ = has_js_frames ? it.frame()->id() : StackFrame::NO_ID; debug_->SetNextBreakId(); debug_->UpdateState(); // Make sure that debugger is loaded and enter the debugger context. // The previous context is kept in save_. failed_ = !debug_->is_loaded(); if (!failed_) isolate()->set_context(*debug->debug_context()); } DebugScope::~DebugScope() { if (!failed_ && prev_ == NULL) { // Clear mirror cache when leaving the debugger. Skip this if there is a // pending exception as clearing the mirror cache calls back into // JavaScript. This can happen if the v8::Debug::Call is used in which // case the exception should end up in the calling code. if (!isolate()->has_pending_exception()) debug_->ClearMirrorCache(); // If there are commands in the queue when leaving the debugger request // that these commands are processed. if (debug_->has_commands()) isolate()->stack_guard()->RequestDebugCommand(); } // Leaving this debugger entry. base::NoBarrier_Store(&debug_->thread_local_.current_debug_scope_, reinterpret_cast<base::AtomicWord>(prev_)); // Restore to the previous break state. debug_->thread_local_.break_frame_id_ = break_frame_id_; debug_->thread_local_.break_id_ = break_id_; debug_->UpdateState(); } MessageImpl MessageImpl::NewEvent(DebugEvent event, bool running, Handle<JSObject> exec_state, Handle<JSObject> event_data) { MessageImpl message(true, event, running, exec_state, event_data, Handle<String>(), NULL); return message; } MessageImpl MessageImpl::NewResponse(DebugEvent event, bool running, Handle<JSObject> exec_state, Handle<JSObject> event_data, Handle<String> response_json, v8::Debug::ClientData* client_data) { MessageImpl message(false, event, running, exec_state, event_data, response_json, client_data); return message; } MessageImpl::MessageImpl(bool is_event, DebugEvent event, bool running, Handle<JSObject> exec_state, Handle<JSObject> event_data, Handle<String> response_json, v8::Debug::ClientData* client_data) : is_event_(is_event), event_(event), running_(running), exec_state_(exec_state), event_data_(event_data), response_json_(response_json), client_data_(client_data) {} bool MessageImpl::IsEvent() const { return is_event_; } bool MessageImpl::IsResponse() const { return !is_event_; } DebugEvent MessageImpl::GetEvent() const { return event_; } bool MessageImpl::WillStartRunning() const { return running_; } v8::Local<v8::Object> MessageImpl::GetExecutionState() const { return v8::Utils::ToLocal(exec_state_); } v8::Isolate* MessageImpl::GetIsolate() const { return reinterpret_cast<v8::Isolate*>(exec_state_->GetIsolate()); } v8::Local<v8::Object> MessageImpl::GetEventData() const { return v8::Utils::ToLocal(event_data_); } v8::Local<v8::String> MessageImpl::GetJSON() const { Isolate* isolate = event_data_->GetIsolate(); v8::EscapableHandleScope scope(reinterpret_cast<v8::Isolate*>(isolate)); if (IsEvent()) { // Call toJSONProtocol on the debug event object. Handle<Object> fun = Object::GetProperty( isolate, event_data_, "toJSONProtocol").ToHandleChecked(); if (!fun->IsJSFunction()) { return v8::Local<v8::String>(); } MaybeHandle<Object> maybe_json = Execution::TryCall(Handle<JSFunction>::cast(fun), event_data_, 0, NULL); Handle<Object> json; if (!maybe_json.ToHandle(&json) || !json->IsString()) { return v8::Local<v8::String>(); } return scope.Escape(v8::Utils::ToLocal(Handle<String>::cast(json))); } else { return v8::Utils::ToLocal(response_json_); } } v8::Local<v8::Context> MessageImpl::GetEventContext() const { Isolate* isolate = event_data_->GetIsolate(); v8::Local<v8::Context> context = GetDebugEventContext(isolate); // Isolate::context() may be NULL when "script collected" event occurs. DCHECK(!context.IsEmpty()); return context; } v8::Debug::ClientData* MessageImpl::GetClientData() const { return client_data_; } EventDetailsImpl::EventDetailsImpl(DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, Handle<Object> callback_data, v8::Debug::ClientData* client_data) : event_(event), exec_state_(exec_state), event_data_(event_data), callback_data_(callback_data), client_data_(client_data) {} DebugEvent EventDetailsImpl::GetEvent() const { return event_; } v8::Local<v8::Object> EventDetailsImpl::GetExecutionState() const { return v8::Utils::ToLocal(exec_state_); } v8::Local<v8::Object> EventDetailsImpl::GetEventData() const { return v8::Utils::ToLocal(event_data_); } v8::Local<v8::Context> EventDetailsImpl::GetEventContext() const { return GetDebugEventContext(exec_state_->GetIsolate()); } v8::Local<v8::Value> EventDetailsImpl::GetCallbackData() const { return v8::Utils::ToLocal(callback_data_); } v8::Debug::ClientData* EventDetailsImpl::GetClientData() const { return client_data_; } CommandMessage::CommandMessage() : text_(Vector<uint16_t>::empty()), client_data_(NULL) { } CommandMessage::CommandMessage(const Vector<uint16_t>& text, v8::Debug::ClientData* data) : text_(text), client_data_(data) { } void CommandMessage::Dispose() { text_.Dispose(); delete client_data_; client_data_ = NULL; } CommandMessage CommandMessage::New(const Vector<uint16_t>& command, v8::Debug::ClientData* data) { return CommandMessage(command.Clone(), data); } CommandMessageQueue::CommandMessageQueue(int size) : start_(0), end_(0), size_(size) { messages_ = NewArray<CommandMessage>(size); } CommandMessageQueue::~CommandMessageQueue() { while (!IsEmpty()) Get().Dispose(); DeleteArray(messages_); } CommandMessage CommandMessageQueue::Get() { DCHECK(!IsEmpty()); int result = start_; start_ = (start_ + 1) % size_; return messages_[result]; } void CommandMessageQueue::Put(const CommandMessage& message) { if ((end_ + 1) % size_ == start_) { Expand(); } messages_[end_] = message; end_ = (end_ + 1) % size_; } void CommandMessageQueue::Expand() { CommandMessageQueue new_queue(size_ * 2); while (!IsEmpty()) { new_queue.Put(Get()); } CommandMessage* array_to_free = messages_; *this = new_queue; new_queue.messages_ = array_to_free; // Make the new_queue empty so that it doesn't call Dispose on any messages. new_queue.start_ = new_queue.end_; // Automatic destructor called on new_queue, freeing array_to_free. } LockingCommandMessageQueue::LockingCommandMessageQueue(Logger* logger, int size) : logger_(logger), queue_(size) {} bool LockingCommandMessageQueue::IsEmpty() const { base::LockGuard<base::Mutex> lock_guard(&mutex_); return queue_.IsEmpty(); } CommandMessage LockingCommandMessageQueue::Get() { base::LockGuard<base::Mutex> lock_guard(&mutex_); CommandMessage result = queue_.Get(); logger_->DebugEvent("Get", result.text()); return result; } void LockingCommandMessageQueue::Put(const CommandMessage& message) { base::LockGuard<base::Mutex> lock_guard(&mutex_); queue_.Put(message); logger_->DebugEvent("Put", message.text()); } void LockingCommandMessageQueue::Clear() { base::LockGuard<base::Mutex> lock_guard(&mutex_); queue_.Clear(); } } // namespace internal } // namespace v8